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Market Analysis Property Management refers to dealing with the tenants or prospects. This system includes solutions for real estate. Property management solutions offer deployment, consulting, integration, support, and maintenance services. The inclination towards digital solutions for property management is driving the market. The rise in the adoption of property management using software solutions such as cloud-based solutions and service (SaaS) models are propelling the growth of the Property Management Market. In addition, property management solutions offer assistance for the property holders to monitor, manage and analyze the aspects of properties of residential and commercial. When a property management company manages properties, they can ensure software aids that will include simply the day-to-day activities for property managers, which will result in saving time and money spent on managing activities. These growth factors are highly boosting the demand of the Property Management Market at the global level. The COVID-19 pandemic was a tough situation for the market, but the growth opportunities stabilize its growth in the future days. The commercial building owners and investors are showing their major interest in property management solutions due to their energy-efficient and high-productivity properties—these market drivers and opportunities to uplift the growth value of the market. The Property Management Market is projected to reach a healthy CAGR of 7.3 %, with an estimated value of worth USD 21.4 billion by 2025 during the forecast period. Get a Free Sample @ https //www.marketresearchfuture.com/sample_request/8553 Market Segmentation The Property Management Market is segmented based on component, deployment, application, and end-user. The component segment of the market is divided into solutions and services. The solution segment of the market is anticipated to hold the largest share due to its solid performance in recent years. The service segment comprises a service segment that has been further categorized into integration services, consulting services, and training and maintenance. The deployment segment of the market is categorized into on-premise and cloud-based solutions. The cloud-based segment has held the largest share due to its emerging properties in the past years. In the application segment, the market is classified into residential and commercial. The commercial segment is further subdivided into the retail, hotel, workspaces, and other sub-segments, among other things. The end-users segment is divided into property agents and housing associations. Regional Analysis According to the geographical status, the Property Management Market covers major regions worldwide such as North America, Europe, Asia-Pacific, and the Middle East Africa, and South America. The North American market is accounted for the largest market share in recent years, and it is going to continue its growth consistency during the forecast period due to the presence of major countries such as Canada, the US, and Mexico, where the demand is high for property management solutions. The Asia Pacific is expected to reach its highest CAGR rate with a good growth rate due to the presence of highly developing countries such as China, Japan, India, and the rest of Asia-Pacific, where the key players are largely investing in different technologies such as property management software, electronic payment solution, accounting and bookkeeping tools, electronic lease and others. Key Players The notable players profiled in the global property management market report include Chetu Inc., Spacewell, Accruent, RealPage, Inc., Trimble Inc., SAP, Oracle, IBM, AppFolio, Inc., Yardi Systems, Inc., Buildium, MRI Software LLC, Rosmiman Software Corporation, Re-Leased Software Company Ltd, and Skyline Property Management, among others. Industry Updates March 2021- MultiLiving has launched Propel app which is an end-to-end property management application for homeowners. In 2018 July, Trimble Inc. purchased Viewpoint, a supplier of construction management software. Trimble anticipated that the purchase would enable the company to improve the capabilities of its property management system. Access Report Details @ https //www.marketresearchfuture.com/reports/property-management-market-8553 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market Structure Continued… Similar Report Application Management Services Market By Service-Type (System Integration, Consulting Services, Modernization Services, And Others), By Organization Size, By Deployment, And By End-Users Open Source Intelligence (OSINT) Market By Security Type (Human Intelligence, Content Intelligence, Dark Web Analysis, Link/Network Analysis, Data Analytics, Text Analytics, Artificial Intelligence, Big Data, Others), Technology (Bid Data Software, Video Analytics, Text Analytics, Visualization Tool, Cyber Security, Web Analysis, Social Media Analysis, Others), Application (Military Defense, Homeland Security, Private Sector, Public Sector, National Security, Others) About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact M Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com #market #research #industry #data #growth #trend #report #analyis #share #marketing #forecast #digital #geographic #demographic #gnews Plugin Error キーワードを入力してください。 #tech #researchreport #marketreport #futrue
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西村 崇史 【にしむら たかふみ】 2001 ファイナルファンタジーX PS2 スクウェア Movie Section CG Designer 西村 崇史 CG Supervisor 塚本聡 Movie Director 桑原弘 Movie Section Supervisors 生守一行, 井上正治, 本多宏行, 瀬下寛之, 藤原浩, 尾杉朋彦, 立石武史, 山本和仁, 野末武志, 佐藤香, 井上忠広, 内藤哲, 宮本佳, 松村敏明 Movie Section CG Designers 安田拓二, 今村桂子, 小坂達哉, 中西早苗, 吉田雅則, 土屋章浩, 北野義宏, 染谷健一, 高橋浩一, 古川俊太郎, 立石昌代, 千崎慎也, 加田木崇行, 安江恵, 白鳥広一郎, 得丸尚人, 田中正幸, 尾崎義規, 坂本桂二, 増田潤, 冨樫正樹, 坂田淑二, 深井充浩, 並木貞久, 井手弘人, 山崎祐二, 津村侯年, 溝口英樹, 長野さやか, 谷口幸治, 井之口剛也, 高松由美, 鈴木友輔, 末富慎治, 前田勉, 綿貫寛, 西村崇史, 黒田豊臣, 星野武士, 金子将久, 鰐渕拓 Outside Contractors CG Movie Manufacture Support 株式会社デジタル・メディア・ラボ, MENFOND Electronic Art and Computer Design Co.,LTD., エックスマキナ, 株式会社スパイス, 株式会社イマージュ, 株式会社デジタルフロンティア, 株式会社オムニバス・ジャパン, 株式会社トランジスタスタジオ, 限会社笹原組, 株式会社デジタルメディアファクトリー, 株式会社ラファエル・デジットアンドスタジオ, 太陽企画株式会社, 瀬下道子, 本崇臣, 小室崇, 高辻仁 2002 キングダム ハーツ PS2 スクウェア Movies CG Designer 西村 崇史 Takafumi Nishimura Movie Director 野末武志 Movies -- Associate Director 溝口英樹-- Supervisors 生守一行, 瀬下寛之, 奥澤泰二, 宮本佳-- CG Designers 本多宏行, 安田拓二, 藤原浩, 中西早苗, 吉田雅則, 土屋章浩, 竹内謙吾, 北野義宏, 山本和仁, 立石昌代, 安江恵美, 内藤哲, 白鳥広一郎, 松村敏明, 得丸尚人, 田中正幸, 尾崎義規, 増田潤, 冨樫正樹, 深井充治, 並木貞久, 井手弘人, 長野さやか, 鈴木友輔, 小島真美, 西村崇史, 黒田豊臣-- Contracted CG Designers 奥村裕子, 黒田あや子, 船澤真吾, 本山裕嗣, 土屋朋子-- Digital Media Lab. Inc 豊島啓介, 神崎淳一, 小林正俊, 森川洋樹, 鈴木利明, 小林仁, 井藤治幸, 山本洋, 笠井繁 ワールド ファンタジスタ (PS2 / SQUARE '2002) Visual Works CG Designer 藤井栄治(D)、生守一行、奥澤泰二、宮本佳、井上正治、安田拓二、今村桂子、土屋章浩、古川俊太郎、松村敏明、坂本桂二、冨樫正樹、黒田豊臣、長野さやか、小島真美と共同。 ファイナルファンタジーXI (PS2.etc / SQUARE '2002) ヴィジュアルワークス ムービースタッフ 2002 アンリミテッド サガ PS2 スクウェア ビジュアルワークス:CGデザイナー 西村 崇史 ビジュアルワークス -- ディレクター 立石武史-- リードモデラー 岩田亮-- モデラー 山崎祐二-- シーケンス 尾崎義規, 吉田雅則-- コンポジター 吉沢康晴-- エディター 小島佳一-- CGデザイナー 荒田絵里子, 生田芳仁, 生守一行, 井坂健一, 井手弘人, 井上忠広, 井上正治, 今村桂子, 奥澤泰二, 蒲原博, 北川哲一郎, 北野義宏, 木村匠, 黒田豊臣, 佐藤香, 重松直也, 白鳥広一郎, 鈴木友輔, 高松由美, 立石昌代, 土屋章浩, 徳丸尚人, 内藤哲, 中西早苗, 西村崇史, 野末武志, 深井充治, 古川俊太郎, 増田潤, 溝口英樹, 宮本佳, 安江恵美, 山本和仁, 阿部葉子, 袴谷憲央 2003 ファイナルファンタジーX-2 PS2 スクウェア Movies Sets Props Designer 西村 崇史 中西早苗, 蒲原博, 重松直也, 安江恵美, 井手弘人, 西村崇史, 袴田真澄 フロントミッション1ST (PS / SQUARE ENIX '2003) Visual Works CG Designer 小林功児(D)、安田拓二、重松直也、本崇臣、袴田真澄、中西早苗と共同。 フロントミッション4 (PS2 / SQUARE ENIX '2003) Visual Works CG Designer 小林功児(D)、安田拓二、重松直也、本崇臣、島田和人、鈴木卓矢、奈良恒紀、中西早苗、袴田真澄、齋藤邦明と共同。 ファイナルファンタジーVII アドベントチルドレン (SQUARE ENIX '2005) Sets Props Artist 生守一行(SV)、安江恵美、齋藤邦明、一寸木正憲、Seth Thompson、永田浩司、鈴木卓矢、渡邊拓、中西早苗と共同。 2006 ダージュ オブ ケルベロス -ファイナルファンタジーVII- PS2 スクウェア・エニックス Movies Set Prop Designer 西村 崇史 西村崇史, 中西早苗, 安江惠美, 鈴木卓矢, 一寸木正憲, 前塚幸平 ファイナルファンタジーXII PS2 スクウェア・エニックス CG Movies Set Prop Designer TAKAFUMI NISHIMURA CG Movies Set Prop Supervisors 蒲原博, 生守一行 CG Movies Set Prop Designers 井手弘人, 林隆之, 袴田真澄, 北田栄二, 西村崇史, 中西早苗, Seth Thompson, 鈴木卓矢, 渡邉拓, 尾杉朋彦, 坂本桂二 ファイナルファンタジーIII (NDS / SQUARE ENIX '2006) Movie Section Movies(セット プロップ?) 安江恵美、鈴木卓矢、前塚幸平、齋藤邦明、鈴木重徳、堀井賢二と共同。 クライシス コア -ファイナルファンタジーVII- (PSP / SQUARE ENIX '2007) Movies Set Prop Designer Lead 安江恵美、齋藤邦明、國府力、帆足剛彦、西中寛と共同。 ファイナルファンタジーIV (NDS / SQUARE ENIX '2007) Movie Section Sets Prop Designer 齋藤邦明(L)、安江恵美、帆足剛彦、重松直也、大硲敦志、王静と共同。 スターオーシャン4 -THE LAST HOPE- (Xbox360 / SQUARE ENIX '2009) CG Cinematics Unit Set Props Designer Lead 齋藤邦明、西中寛、帆足剛彦、大硲敦志、王静と共同。 ファイナルファンタジーVII アドベントチルドレン コンプリート (SQUARE ENIX '2009) Sets Props Artist 井手弘人(SV)、本崇臣(SV)、生守一行(SV)、北田栄二、國府力、一寸木正憲、永田浩司、鈴木重徳、柿坪巧彌、安江恵美、齋藤邦明、鈴木卓矢、渡邉拓と共同。 ファイナルファンタジーXIII (PS3 / SQUARE ENIX '2009) Movies Set Props Artist 蒲原博(SV)、堀井賢二(L)、本崇臣(L)、中西早苗、袴田真澄、鈴木卓矢、竹下優子、鈴木重徳、腰水竜也、勝山裕輝恵、大森千佳、重松直也、北田栄二、大硲敦志と共同。 ファイナルファンタジーXIV (Win / SQUARE ENIX '2010) Visual Works Sets Props Artist 重松直也(L)、齋藤邦明(L)、帆足剛彦、柿坪巧彌、西中寛、大硲敦志、王静と共同。 2010 The 3rd Birthday PSP スクウェア・エニックス Movies Sets Props Artist 西村 崇史 Takafumi Nishimura Movies Sets Props Lead Artist 重松直也 Movies Sets Props Artists 蒲原博, 西村崇史, 柿坪巧彌, 齋藤邦明, 堀井賢二, 大硲敦志, 西中寛, 帆足剛彦, 王静 ファイナルファンタジーIV コンプリートコレクション (PSP / SQUARE ENIX '2011) Visual Works Set Prop Designer 齋藤邦明(L)、重松直也、王静、西中寛、大硲敦志と共同。 2011 FINAL FANTASY 零式 PSP スクウェア・エニックス ムービー:セット&プロップスモデラー 西村 崇史 ムービー:セット&プロップスモデリングスーパーバイザー 重松直也 ムービー:シニアセット&プロップスモデラー 齋藤邦明 ムービー:セット&プロップスモデラー 西村崇史, 柿坪巧彌, 大硲敦志, 西中寛, 王静, 那須基仁, 林振子, 陳立程 FINAL FANTASY XIII-2 PS3/X360 スクウェア・エニックス Movie Sets Props Modeler 西村 崇史 Movie Sets Props Modeling Supervisor 齋藤邦明 Movie Sets Props Modelers 西村崇史, 堀井賢二, 西中寛, 王静, 那須基仁, 柿坪巧彌, 小林陽子 2012 ドラゴンクエストX 目覚めし五つの種族 オンライン Wii スクウェア・エニックス オープニングムービー制作(ヴィジュアルワークス):セット&プロップス モデラー 西村崇史 オープニングムービー制作(ヴィジュアルワークス)-- セット&プロップス モデリングスーパーバイザー 齋藤邦明-- セット&プロップス モデラー 蒲原博, 西村崇史, 西中寛, 王静, 柿坪巧彌, 堀井賢二
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Roders Project team 情報 グループ名 Roders チーム責任代表者 茅場孝介 チーム人数 25人 経緯 2016年 Roders結成 同年 Another world online作成開始 同年 広報部誕生
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【登録タグ 曖昧さ回避】 曖昧さ回避のためのページ riverの曲drop/river TEMB/ブランコPの曲DROP/TEMB/ブランコP たーPの曲DROP/たーP keenoの曲drop/keeno meIzuの曲drop/meIzu saniyuriの曲drop/saniyuri coroのCDdrop/CD 曖昧さ回避について 曖昧さ回避は、同名のページが複数存在してしまう場合にのみ行います。同名のページは同時に存在できないため、当該名は「曖昧さ回避」という入口にして個々のページはページ名を少し変えて両立させることになります。 【既存のページ】は「ページ名の変更」で移動してください。曖昧さ回避を【既存のページ】に上書きするのはやめてください。「〇〇」という曲のページを「〇〇/作り手」等に移動する場合にコピペはしないでください。 曖昧さ回避作成時は「曖昧さ回避の追加の仕方」を参照してください。 曖昧さ回避依頼はこちら→修正依頼/曖昧さ回避追加依頼
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Prophet Vibe Sota Fujimori feat.Calin ADVANCED Level 7 BPM 154 Notes 506 1 口口口口 |----| 口口口口 |----| 口口口口 |----| 口口口口 |----| 2 ③④口口 |①---| ②口口② |②---| ①口口① |--③④| 口口⑤口 |⑤---| 3 口口口口 |①②-③| ③口⑥口 |----| ④⑤②① |--④⑤| 口口口口 |⑥---| 4 ②口口② |①---| ③④口口 |②---| ⑥口⑤⑥ |--③④| ①口口① |⑤-⑥-| 5 ①口④① |---①| ②③口口 |----| 口口口口 |--②③| 口口口口 |④---| 6 口⑦⑦口 |--①②| 口⑤④② |③④⑤⑥| ①③⑥口 |⑦---| 口⑧⑧口 |--⑧-| 7 ④口口⑤ |----| ①②口口 |--①②| 口口③口 |③-④-| ⑥口口口 |⑤-⑥-| 8 口口口口 |①-②-| ②口口② |----| ③④④③ |③---| 口口口① |--④-| 9 口口③口 |----| ①②口口 |--①②| 口口口口 |③---| 口口口口 |----| 10 口⑦⑦口 |--①②| 口⑤④② |③④⑤⑥| ①③⑥口 |⑦---| 口⑧⑧口 |--⑧-| 11 ②①①③ |----| 口口口口 |--①-| 口口口口 |②-③-| ④口口⑤ |④-⑤-| 12 口口口口 |①-②-| ②口口② |----| 口①①口 口口口口 口口口口 口口口口 ③④④③ |③---| 口口口口 |--④-| 13 口②②口 |-①--| ①口口① |--②-| 口口⑤口 |--③④| ③④口口 |⑤---| 14 ①口口① |①---| ③④口口 |--②-| ②口⑤② |--③-| 口口口口 |④-⑤-| 15 口口口口 |--①-| ③口口④ |--②-| 口口口口 |--③-| ②①①② |④---| 16 ②④⑤③ |①---| 口口口口 |②-③-| 口①①口 |--④-| 口口口口 |--⑤-| 17 口口口口 |--①-| 口①②口 |--②-| ③口口④ |③-④-| ⑤口口⑥ |⑤-⑥-| 18 口口口口 |①---| 口②②口 |--②-| 口①①口 口口口口 口口口口 口口口口 口口⑤口 |--③-| ③④口口 |④-⑤-| 19 ②口口② |--①-| ①③④① |--②-| 口口口口 |--③-| 口口口口 |④---| 20 口④④口 |①---| ①口口③ |②-③-| ①口②③ |--④-| 口⑤⑤口 |--⑤-| 21 ②③④② |--①-| 口⑤⑥口 |--②-| 口①①口 |③-④-| 口口口口 |⑤-⑥-| 22 口口⑤口 |①---| ③④口口 |--②-| 口②②口 |--③-| ①口口① |④-⑤-| 23 ②口口② |--①-| ③口口④ |--②-| ③口口④ |--③-| ①口口① |④---| 24 ②①①口 |①---| 口口①口 |----| 口①口口 |--②-| 口①口③ |--③-| 25 口口口② |--①-| ③④口口 |--②-| 口口⑤口 |--③-| ①口口口 |④-⑤-| 26 口口口口 |①---| 口口④口 |----| ②③口① |--②-| 口口口口 |③-④-| 27 ①口口① |--①-| 口口口口 |--②-| 口③③口 |----| ②口口② |③---| 28 口口口口 |①---| 口①①口 |----| ②口口口 |----| 口口口口 |--②-| 29 口口口口 |--①-| 口口口口 |--②-| 口①口口 |----| 口口②口 |----| 30 ①口口① |①---| 口口⑤口 |--②-| ③④口口 |--③-| ②口口② |④-⑤-| 31 ②口口口 |--①-| ②口③口 |--②-| 口③口① |----| 口口口① |③---| 32 口口口口 |①---| 口③②① |----| ①②③口 |--②-| 口口口口 |--③-| 33 口口口口 |--①-| ①⑤⑤② |--②-| ②④④① |--③-| 口③③口 |④-⑤-| 34 ①口④① |①---| ②③口口 |----| 口口口口 |--②-| 口口口口 |③-④-| 35 口口口口 |--①-| 口口口口 |--②-| ③②②口 |----| 口①①口 |③---| 36 口②口口 |①---| ②口口口 |----| 口口口① |----| 口口口口 |--②-| 37 ③口口④ |--①-| 口口口① |--②-| ①⑤⑤② |--③④| 口口②口 |⑤---| 38 ⑤口③⑤ |①-②-| ①②口口 |③---| 口口口口 |④---| ④⑥⑥④ |⑤-⑥-| 39 口①①口 |--①-| 口口④口 |--②-| ②③口⑤ |③-④-| 口口口口 |--⑤-| 40 口口③② |①-②-| 口口④① |③-④-| ⑥口口口 |--⑤-| 口⑤⑤口 |--⑥-| 41 ②③口口 |①-②-| ①④口口 |③-④-| 口口口口 口口口口 ⑥口口口 口口口口 口口口口 |--⑤-| ⑤⑤⑤⑤ |--⑥-| 42 口⑤⑤① |①-②-| ②口口③ |③---| 口口口口 |④---| ⑥④④⑥ |⑤-⑥-| 43 ①口口① |--①-| 口③③口 |--②-| 口②②④ |--③-| 口口口口 |--④-| 44 口口③② |①-②-| 口口④① |③-④-| 口口口口 口口口口 ⑥口口⑥ 口口口口 口口口口 |--⑤-| 口⑤⑤口 |--⑥-| 45 ④口口④ |①-②-| 口口口口 |--③-| 口①②口 |----| ③口口③ |④---| 46 ⑤口③⑤ |①-②-| ①②口口 |③---| 口口口口 |④---| ④⑥⑥④ |⑤-⑥-| 47 口①①口 |--①-| 口③③口 |--②-| 口②②④ |--③-| 口口口口 |--④-| 48 口口③② |①-②-| 口口④① |③-④-| ⑥口口口 |--⑤-| 口⑤⑤口 |--⑥-| 49 ②③口口 |①-②-| ①④口口 |③-④-| ⑥⑤⑤⑦ |--⑤-| 口口口口 |⑥-⑦-| 50 口⑤⑤① |①-②-| ②口口③ |③---| 口口口口 |④---| ⑥④④⑥ |⑤-⑥-| 51 ①口口① |--①-| 口③③口 |--②-| 口②②④ |--③-| 口口口口 |--④-| 52 口口③② |①-②-| 口口④① |③-④-| 口口口口 口口口口 ⑥口口⑥ 口口口口 口口口口 |--⑤-| 口⑤⑤口 |--⑥-| 53 ④口口④ |①-②-| 口口口口 |--③-| 口①②口 |----| ③口口③ |④---| 54 ③④口口 |①---| ②口口② |②---| ①口口① |--③④| 口口⑤口 |⑤---| 55 口口口口 |①②-③| ③口⑥口 |----| ④⑤②① |--④⑤| 口口口口 |⑥---| 56 ②口口② |①---| ③④口口 |②---| ⑥口⑤⑥ |--③④| ①口口① |⑤-⑥-| 57 ①口⑦① |--①-| ⑤⑥口口 |②-③-| 口④④口 |④-⑤⑥| ②③③② |⑦---| 58 口⑦⑦口 |--①②| 口⑤④② |③④⑤⑥| ①③⑥口 |⑦---| 口⑧⑧口 |--⑧-| 59 ④口口⑤ |----| ①②口口 |--①②| 口口③口 |③-④-| ⑥口口口 |⑤-⑥-| 60 口口口口 |①---| 口口①口 |----| ②③③② |--②-| 口口口① |--③-| 61 口口③口 |----| ①②口口 |--①②| 口口口口 |③---| 口口口口 |----| 62 口⑦⑦口 |--①②| 口⑤④② |③④⑤⑥| ①③⑥口 |⑦---| 口⑧⑧口 |--⑧-| 63 ②①①③ |----| 口口口口 |--①-| 口口口口 |②-③-| ④口口⑤ |④-⑤-| 64 口口口口 |①-②-| ②口口② |----| 口①①口 口口口口 口口口口 口口口口 ③④④③ |③---| 口口口口 |--④-| 65 口②②口 |-①--| ①口口① |--②-| 口口⑤口 |--③④| ③④口口 |⑤---| 66 ①②③④ |①---| 口口口口 |②---| 口口口口 |③---| 口口口口 |④---| 67 口口口口 |①---| 口口口口 |②---| 口口口口 |③---| ④③②① |④---| 68 口口口口 |①---| ①②③④ |②---| 口口口口 |③---| 口口口口 |④---| 69 口口口口 |①---| 口口口口 |②---| ④③②① |③---| 口口口口 |④---| 70 ①②③④ |①---| ①口口口 |②---| 口口口口 |③---| 口口口口 |④---| 71 口口口口 |①---| 口口口口 |②---| 口口口口 |③---| ④③②① |④---| 72 口口口口 |①---| ①②③④ |②---| 口口口口 |③---| 口口口口 |④---| 73 口口口口 |①---| 口口口口 |②---| ④③②① |③---| 口口口口 |④---| 74 ②口口② |①---| 口③④口 |②--③| ⑤⑥口口 |④---| ①口口① |⑤-⑥-| 75 口口口口 |①---| 口口口口 |----| 口口口口 |----| 口口①口 |----| 76 口④①口 |①---| ②③②③ |②---| ④①④① |③---| 口②③口 |④---| 77 口④口口 |①---| 口③①口 |②---| 口②口口 |③---| 口①口① |④---| 78 口口口口 |①---| ①口口① |----| ①口口① |----| 口口口口 |----| 不确定度 0
https://w.atwiki.jp/anime_staff/pages/18.html
Main Staff Director Igarashi Takuya Chief Writer Yamatoya Akatsuki Character Design Ito Yoshiyuki Concept Design Aramaki Shinji Main prop Design Hoshino Takeshi Art Director Nakamura Norifumi Colour Design Nakayama Shihoko Director of Photography Youhei Miyamura Music Iwasaki Taku ADR Director Wakabayashi kazuhiro Animation Production BONES Opening Staff Storyboard/Director/Key Animation Irie Yasuhiro"入江泰浩" Art Nakamura Norifumi"中村典史" Ending Staff Storyboard/Director/Key Animation Suzuki Norimitsu"鈴木典光" Art Nagai Kazuo"永井一男" Animation Director Ito Yoshiyuki"伊藤嘉之" Colour Design Nakayama Shihoko"中山しほ子" Episode Staff Episode 1 unit Director/Storyboad Igarashi Takuya Writer Yamatoya Akatsuki Animation Director Ito Yoshiyuki Ast.Animation Director Inadome Kazumi Key Animators Shibata jun, Kudo Shiori Takeuti Akira, Oguri Hiroko Akiyama Hidekazu, Okuda Jun(or atsushi?)奥田淳, Araki Yao?荒木弥緒, Okaji Hiroyuki, Kimura Fumiyo, Sugie Toshiharu, Tanaka Yuriko, Tanaka Shouga Yasuda Kyoko, Narikawa Takashi, Suzuki Norimitu, Nakamura Yutaka, Kanno Hiroki 2nd Key Animation Tanaka Tatsuya, Takeuchi Setsuko, Last House, Yuho-Dou, Douga KOBO, Studio Mark Prop Design Yasaki Yuko Epsode 2 Writer Yamatoya Akatsuki Storyboard Masui Soichi Director Anzai ?"安斎 剛文" Animation Director Kanno Hiroki Key Animators Inadome Kazumi, Saito Hideko(or Eiko?) Ishii Hiromi, Izumo Takaaki, Miyamoto Yukiko, Funaki Shoichi, Odazima Hiromi, Yasaki Yuko, Kai Hiroyuki, Usami Koichi, Nii Hirotaka, Kurakari Shingo, Komori Kaori, Uchiyama Midori, Nagai Tatsuro Prop Design Yasaki Yuko
https://w.atwiki.jp/maichi/pages/58.html
General.propertiesの設定 Administrator EverybodyHasAdminRights = False ServerListBrackets = False ServerListClock = False ServerGMOnly = False 全キャラがGMになる GMHeroAura = False ログイン時にGMが英雄にならない(Trueはログイン時にGMが英雄になっている) GMStartupInvulnerable = False GMStartupInvisible = False GMがログイン時に透明(Invisible状態)にならない(Trueは透明(Invisible状態)になる) GMStartupSilence = False GMStartupAutoList = False GMStartupDietMode = False GMAdminMenuStyle = modern Server Security BypassValidation = True GameGuardProhibitAction = True LogChat = True LogItems = False GMAudit = False LogGameDamage = False Dev Configuration Debug = False Assert = False Developer = False AcceptGeoeditorConn = False ListTestServers = False AltDevNoQuests = False AltDevNoSpawns = False Thread Configuration ThreadPoolSizeEffects = 10 ThreadPoolSizeGeneral = 13 UrgentPacketThreadCoreSize = 2 GeneralPacketThreadCoreSize = 4 GeneralThreadCoreSize = 4 AiMaxThread = 6 PacketLifeTime = 0 DeadLockDetector = False DeadLockCheckInterval = 20 RestartOnDeadlock = False Optimize FloodProtectorInitialSize = 50 AllowDiscardItem = True AutoDestroyDroppedItemAfter = 0 AutoDestroyHerbTime = 15 ハーブが地面に落ちてから消えるまでの時間 ListOfProtectedItems = 57,5575,6673 アイテム(ID 57アデナ、ID 5575古代のアデナ、ID 6673NCJイベントコイン)は消滅指定時間が経過しても消えない SaveDroppedItem = false ドロップアイテムを保存しない(Trueは保存する(l2jdbに保存するので鯖起動時に読み込みを行う)) CharacterDataStoreInterval = 15 LazyItemsUpdate = false UpdateItemsOnCharStore = false DestroyPlayerDroppedItem = false DestroyEquipableItem = false SaveDroppedItem = false EmptyDroppedItemTableAfterLoad = false SaveDroppedItemInterval = 60 ClearDroppedItemTable = false AutoDeleteInvalidQuestData = False PreciseDropCalculation = True MultipleItemDrop = True ForceInventoryUpdate = False LazyCache = True MinNPCAnimation = 10 MaxNPCAnimation = 20 MinMonsterAnimation = 5 MaxMonsterAnimation = 20 MoveBasedKnownlist = False KnownListUpdateInterval = 1250 GridsAlwaysOn = False GridNeighborTurnOnTime = 1 GridNeighborTurnOffTime = 90 Geodata GeoData = 0 0=未実装、1=実装、2=細部まで実装 CellPathFinding = False CoordSynchronize = -1 ZoneTown = 0 ActivatePositionRecorder = False GlobalChat = ON TradeChat = LIMITED AllowWarehouse = True WarehouseCache = False WarehouseCacheTime = 15 AllowFreight = True AllowWear = False WearDelay = 5 WearPrice = 10 AllowLottery = False AllowRace = False AllowWater = True AllowRentPet = False AllowFishing = True AllowBoat = True 遊覧船を実装 AllowCursedWeapons = True AllowManor = True AllowNpcWalkers = True AllowPetWalkers = False ShowServerNews = False CommunityType = 0 0=未実装、1=実装、2=細部まで実装 BBSShowPlayerList = False プレイヤーリストを表示しない(Trueは表示する) BBSDefault = _bbshome ShowLevelOnCommunityBoard = False ShowStatusOnCommunityBoard = True NamePageSizeOnCommunityBoard = 50 NamePerRowOnCommunityBoard = 5 Olympiad AltOlyStartTime = 18 オリンピア開始時刻 AltOlyMin = 00 オリンピア終了時刻 AltOlyCPeriod = 21600000 AltOlyBattle = 360000 AltOlyBWait = 600000 AltOlyIWait = 300000 AltOlyWPeriod = 604800000 AltOlyVPeriod = 86400000 AltOlyClassedParticipants = 5 クラス別オリンピア開始最低人数 AltOlyNonClassedParticipants = 9 クラス無制限オリンピア開始最低人数 AltOlyBattleRewItem = 6651 ID 6651ノーブレス ゲート パス AltOlyClassedRewItemCount = 50 AltOlyNonClassedRewItemCount = 30 AltOlyMinPointForExchange = 50 AltOlyCompRewItem = 6651 ID 6651ノーブレス ゲート パス AltOlyGPPerPoint = 1000 AltOlyHeroPoints = 300 AltOlyShowMonthlyWinners = true AltOlyAnnounceGames = true AltOlyRestrictedItems = 0 AltOlyEnchantLimit = -1 AlyOlyLogFights = false Manor AltManorRefreshTime = 20 AltManorRefreshMin = 00 AltManorApproveTime = 6 AltManorApproveMin = 00 AltManorMaintenancePeriod = 360000 AltManorSaveAllActions = True AltManorSavePeriodRate = 2 Lottery AltLotteryPrize = 50000 AltLotteryTicketPrice = 2000 AltLottery5NumberRate = 0.6 AltLottery4NumberRate = 0.2 AltLottery3NumberRate = 0.2 AltLottery2and1NumberPrize = 200 Dimension Rift RiftMinPartySize = 2 MaxRiftJumps = 4 RiftSpawnDelay = 10000 AutoJumpsDelayMin = 480 AutoJumpsDelayMax = 600 BossRoomTimeMultiply = 1.5 RecruitCost = 18 SoldierCost = 21 OfficerCost = 24 CaptainCost = 27 CommanderCost = 30 HeroCost = 33 Four Sepulchers TimeOfAttack = 50 TimeOfCoolDown = 5 TimeOfEntry = 3 TimeOfWarmUp = 2 NumberOfNecessaryPartyMembers = 4 Punishment DefaultPunish = 2 DefaultPunishParam = 0 OnlyGMItemsFree = True JailIsPvp = True JailDisableChat = True Database Customizations CustomSpawnlistTable = false SaveGmSpawnOnCustom = false DeleteGmSpawnOnCustom = false CustomNpcTable = false CustomItemTables = false CustomArmorSetsTable = false CustomTeleportTable = false CustomDroplistTable = false CustomMerchantTables = false General.propertiesの設定(Revision 3492) # --------------------------------------------------------------------------- # General Server Settings # --------------------------------------------------------------------------- # The defaults are set to be retail-like. If you modify any of these settings your server will deviate from being retail-like. # Warning # Please take extreme caution when changing anything. Also please understand what you are changing before you do so on a live server. # --------------------------------------------------------------------------- # Administrator # --------------------------------------------------------------------------- # If this option is set to True every newly created character will have access level 200. This means that every character created will have Administrator Privileges. # Default False EverybodyHasAdminRights = False # Show server/DP revision when players enter the game # Default True DisplayServerRevision = True # Setting for serverList # Displays [] in front of server name on character selection # Default False ServerListBrackets = False # Displays a clock next to the server name on character selection. # Default False ServerListClock = False # If True, only accounts with GM access can enter the server. # Default False ServerGMOnly = False # Enable GMs to have the glowing aura of a Hero character on login. # Notes #GMs can do "///hero" on themselves and get this aura voluntarily. #It s advised to keep this off due to graphic lag. # Default False GMHeroAura = False # Auto set invulnerable status to a GM on login. # Default False GMStartupInvulnerable = False # Auto set invisible status to a GM on login. # Default False GMStartupInvisible = False # Auto block private messages to a GM on login. # Default False GMStartupSilence = False # Auto list GMs in GM list (/gmlist) on login. # Default False GMStartupAutoList = False # Auto set diet mode on to a GM on login (affects your weight penalty). # Default False GMStartupDietMode = False # The way //admin panel looks can be "modern" or "classic" (default is modern while classic provides more compatibility). # Default modern GMAdminMenuStyle = modern # Item restrictions apply to GMs aswell? (True = restricted usage) GMItemRestriction = True # Skill restrictions apply to GMs aswell? (True = restricted usage) GMSkillRestriction = True # --------------------------------------------------------------------------- # Server Security # --------------------------------------------------------------------------- # Bypass exploit protection. To ENABLE protection set to True. # Default True BypassValidation = True # Enforce gameguard for clients. Sends a gameguard query on character login. # Default True GameGuardEnforce = True # Don t allow player to perform trade, talk with npc, or move until gameguard reply is received. # Default True GameGuardProhibitAction = True #Logging settings. The following four settings, while enabled, will increase writing to your hard drive(s) considerably. Depending on the size of your server, the amount of players, and other factors, you may suffer a noticable performance hit. # Default False LogChat = False # Default False LogItems = False # Default False LogItemEnchants = False # Default False LogSkillEnchants = False # Default False GMAudit = False # Default False LogGameDamage = False # If damage greater than threshold then log it # Default 5000 LogGameDamageThreshold = 5000 # --------------------------------------------------------------------------- # Thread Configuration # --------------------------------------------------------------------------- # Extreme caution should be here, set to defaults if you do not know what you are doing. # These could possibly hurt your servers performance or improve it depending on your server s configuration, size, and other factors. # Default 10 ThreadPoolSizeEffects = 10 # Default 13 ThreadPoolSizeGeneral = 13 # Default 2 UrgentPacketThreadCoreSize = 2 # Default 4 GeneralPacketThreadCoreSize = 4 # Default 4 GeneralThreadCoreSize = 4 # Default 6 AiMaxThread = 6 # Dead Lock Detector (a separate thread for detecting deadlocks). # For improved crash logs and automatic restart in deadlock case if enabled. # Check interval is in seconds. # Default False DeadLockDetector = False # Default 20 DeadLockCheckInterval = 20 # Default False RestartOnDeadlock = False # --------------------------------------------------------------------------- # Optimization # --------------------------------------------------------------------------- # Items on ground management. # Allow players to drop items on the ground. # Default True AllowDiscardItem = True # Delete dropped reward items from world after a specified amount of seconds. Disabled = 0. # Default 600 AutoDestroyDroppedItemAfter = 600 # Time in secs after which dropped herb will be auto-destroyed (default 15 seconds) # Default 15 AutoDestroyHerbTime = 60 # List of item id that will not be destroyed (separated by "," like 57,5575,6673). # Notes #Make sure the lists do NOT CONTAIN trailing spaces or spaces between the numbers! #Items on this list will be protected regardless of the following options. # Default 0 ListOfProtectedItems = 0 # This is the interval (in minutes), that the gameserver will update a players information such as location. # The higher you set this number, there will be less character information saving so you will have less accessessing of the database and your hard drive(s). # The lower you set this number, there will be more frequent character information saving so you will have more access to the database and your hard drive(s). # A value of 0 disables periodic saving. # Independent of this setting the character is always saved after leaving the world. # Default 15 CharacterDataStoreInterval = 15 # This enables the server to only update items when saving the character. # Enabling this greatly reduces DB usage and improves performance. # WARNING This option causes item loss during crashes. # Default False LazyItemsUpdate = False # When enabled, this forces (even if using lazy item updates) the items owned by the character to be updated into DB when saving its character. # Default False UpdateItemsOnCharStore = False # Also delete from world misc. items dropped by players (all except equip-able items). # Notes #Works only if AutoDestroyDroppedItemAfter is greater than 0. # Default False DestroyPlayerDroppedItem = False # Destroy dropped equipable items (armor, weapon, jewelry). # Notes #Works only if DestroyPlayerDroppedItem = True # Default False DestroyEquipableItem = False # Save dropped items into the database for restoring after restart. # Default False SaveDroppedItem = False # Enable/Disable the emptying of the stored dropped items table after items are loaded into memory (safety setting). # If the server crashed before saving items, on next start old items will be restored and players may already have picked up some of them so this will prevent duplicates. # Default False EmptyDroppedItemTableAfterLoad = False # Time interval in minutes to save in DB items on ground. Disabled = 0. # Notes #If SaveDroppedItemInterval is disabled, items will be saved into the database only at server shutdown. # Default 60 SaveDroppedItemInterval = 60 # Delete all saved items from the database on next restart? # Notes #Works only if SaveDroppedItem = False. # Default False ClearDroppedItemTable = False # Delete invalid quest from players. # Default False AutoDeleteInvalidQuestData = False # Setting False can improve server performance on high rate/population servers. # Default True PreciseDropCalculation = True # Allow creating multiple non-stackable items at one time? # Default True MultipleItemDrop = True # Forces full item inventory packet to be sent for any item change. # Notes #This can increase network traffic # Default False ForceInventoryUpdate = False # True = Load html s into cache only on first time html is requested. # False = Load all html s into cache on server startup. # Default True LazyCache = True # Minimum and maximum variables in seconds for npc animation delay. # You must keep MinNPCAnimation = MaxNPCAnimation. # Default 10 MinNPCAnimation = 10 # Default 20 MaxNPCAnimation = 20 # Default 5 MinMonsterAnimation = 5 # Default 20 MaxMonsterAnimation = 20 # Knownlist (the list of things a character sees) update method. Default is currently time based updating, which also makes it possible to use config options for guards to see moving monsters. Alternatively move based update can be used but guards cannot track mobs with that option but otherwise it should work well. # Default False MoveBasedKnownlist = False # Interval (in miliseconds) in which the knownlist does full updates. # For move based updates its used for intermediate updates. # WARNING! #Useful interval is between 300 - 2000. Too small value may kill your CPU, too high value may not update knownlists properly. The default value is chosen experimentally. # Default 1250 KnownListUpdateInterval = 1250 # Grid options Grids can turn themselves on and off. This also affects the loading and processing of all AI tasks and (in the future) geodata within this grid. # Turn on for a grid with a person in it is immediate, but it then turns on the 8 neighboring grids based on the specified number of seconds. # Turn off for a grid and neighbors occurs after the specified number of seconds have passed during which a grid has had no players in or in any of its neighbors. # The always on option allows to ignore all this and let all grids be active at all times (not suggested). # Default False GridsAlwaysOn = False # Default 1 GridNeighborTurnOnTime = 1 # Default 90 GridNeighborTurnOffTime = 90 # --------------------------------------------------------------------------- # Geodata # --------------------------------------------------------------------------- # GeoData options # 0 = GeoData and PathFinding OFF (default) # 1 = GeoData is used to check Line Of Sight (LOS) targeting and # L2Playable movement. You need to download files for data/geodata folder. # Monsters can pass walls but not aggro (no line of sight) through them. # 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode # files if CellPathFinding not enabled) and all character moves go through # geodata checks (if a mob passes a wall, pathfinding didn t find a route # but we allow attack and returning home). # Recommended server memory minimum 2 GB, rather 3 GB. # Default 0 GeoData = 0 # Cell-level pathfinding, produces more accurate routes but is (maybe 10x) heavier to calculate. Recommended for small servers at least. # If False, pathnode files are used. Uses a max number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster. # Default False CellPathFinding = False # True = Loads GeoData buffer s content into physical memory. # False = Does not necessarily imply that the GeoData buffer s content is not resident in physical memory. # Default True ForceGeodata = True # This setting controls Client -- Server Player coordinates synchronization # -1 - Will synchronize only Z from Client -- Server. Default when no geodata. # 1 - Synchronization Client -- Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles. # 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1). # Server sends validation packet if client goes too far from server calculated coordinates. # Default -1 CoordSynchronize = -1 # --------------------------------------------------------------------------- # Features # --------------------------------------------------------------------------- # Zone Setting Options # 0 = Peace All the Time # 1 = PVP During Siege for siege participants # 2 = PVP All the Time # Default 0 ZoneTown = 0 # Activates the position recorder. Valid 3D points will be recorded and written to data/universe.txt on shutdown. # Default False ActivatePositionRecorder = False # Global Chat. # Available Options ON, OFF, GM, GLOBAL # Default ON GlobalChat = ON # Trade Chat. # Available Options ON, OFF, GM, GLOBAL # Default ON TradeChat = ON # If you are experiencing problems with Warehouse or Freight transactions, feel free to disable them here. # Default True AllowWarehouse = True # Enable Warehouse Cache. If warehouse is not used will server clear memory used by this warehouse. # Default False WarehouseCache = False # How long warehouse should be stored in memory. # Default 15 WarehouseCacheTime = 15 # Default True AllowFreight = True # If True player can try on weapon and armor in shop. # Default False AllowWear = False # Default 5 WearDelay = 5 #Adena cost to try on an item. # Default 10 WearPrice = 10 # --------------------------------------------------------------------------- # Misc Settings # --------------------------------------------------------------------------- # Default True AllowRace = True # Default True AllowWater = True # Enable pets for rent (wyvern strider) from pet managers. # Default False AllowRentPet = False # Default True AllowFishing = True # Default True AllowBoat = True # Default True AllowCursedWeapons = True # This controls whether or not NPCs (not mobs) will walk around from one point to another. # Default True AllowNpcWalkers = True #Allow Pet manager s pets to walk around. # Default True AllowPetWalkers = True # Show "data/html/servnews.htm" when a character enters world. # Default False ShowServerNews = False # Type of the Community board # 0 = community is disabled # 1 = old community # 2 = full community (not fully implemented, experimental) # Default 1 CommunityType = 1 # Default False BBSShowPlayerList = False # Default _bbshome BBSDefault = _bbshome # show level of character to others in Community Board # Default False ShowLevelOnCommunityBoard = False # Default True ShowStatusOnCommunityBoard = True # Default 50 NamePageSizeOnCommunityBoard = 50 # Default 5 NamePerRowOnCommunityBoard = 5 # --------------------------------------------------------------------------- # Olympiad # --------------------------------------------------------------------------- # Olympiad Start Time in Military hours Default 6pm (18) # Default 18 AltOlyStartTime = 18 # Olympiad Start Time for Min s, Default 00 so at the start of the hour. # Default 00 AltOlyMin = 00 # Olympiad Competition Period, Default 6 hours. # (If set different, should be increment by 10mins) # Default 21600000 AltOlyCPeriod = 21600000 # Olympiad Battle Period, Default 6 minutes. # Default 360000 AltOlyBattle = 360000 # Olympiad Weekly Period, Default 1 week # Default 604800000 AltOlyWPeriod = 604800000 # Olympiad Validation Period, Default 24 Hours. # Default 86400000 AltOlyVPeriod = 86400000 # Required number of participants for Classed and Non-Classed matches, Default 5 9 # Default 5 AltOlyClassedParticipants = 5 # Default 9 AltOlyNonClassedParticipants = 9 # Number used for displaying amount of registered participants, messages "Fewer than ..." or "More than ...". # 0 for displaying digits instead of text phrase (old style). # Default 100 AltOlyRegistrationDisplayNumber = 100 # Olympiad battle winner reward for class and non-class games. # Default 13722 AltOlyBattleRewItem = 13722 # Default 50 AltOlyClassedRewItemCount = 50 # Default 30 AltOlyNonClassedRewItemCount = 30 # ItemId for this reward. # Default 13722 AltOlyCompRewItem = 13722 # Rate to exchange points to reward item. # Default 1000 AltOlyGPPerPoint = 1000 # Noblesse points awarded to Heros. # Default 180 AltOlyHeroPoints = 180 # Noblesse points awarded to Rank 1 members. # Default 120 AltOlyRank1Points = 120 # Noblesse points awarded to Rank 2 members. # Default 80 AltOlyRank2Points = 80 # Noblesse points awarded to Rank 3 members. # Default 55 AltOlyRank3Points = 55 # Noblesse points awarded to Rank 4 members. # Default 35 AltOlyRank4Points = 35 # Noblesse points awarded to Rank 5 members. # Default 20 AltOlyRank5Points = 20 # Hero tables show last month s winners or current status. # Default True AltOlyShowMonthlyWinners = True # Olympiad Managers announce each start of fight. # Default True AltOlyAnnounceGames = True # Restrict specified items in Olympiad. ItemID s need to be separated with a comma (ex. 1,200,350) # Default 0 AltOlyRestrictedItems = 0 # Enchant limit for items during Olympiad battles. Disabled = -1. # Default -1 AltOlyEnchantLimit = -1 # Log all Olympiad fights and outcome to olympiad.csv file. # Default False AlyOlyLogFights = False # --------------------------------------------------------------------------- # Manor # --------------------------------------------------------------------------- # Default True AllowManor = True # Manor refresh time in military hours. # Default 20 (8pm) AltManorRefreshTime = 20 # Manor refresh time (minutes). # Default 00 (start of the hour) AltManorRefreshMin = 00 # Manor period approve time in military hours. # Default 6 (6am) AltManorApproveTime = 6 # Manor period approve time (minutes). # Default 00 (start of the hour) AltManorApproveMin = 00 # Manor maintenance time. # Default 360000 (6 minutes) AltManorMaintenancePeriod = 360000 # Manor Save Type. # True = Save data into the database after every action # Default False AltManorSaveAllActions = False # Manor Save Period (used only if AltManorSaveAllActions = False) Default very 2 hours # Default 2 AltManorSavePeriodRate = 2 # --------------------------------------------------------------------------- # Lottery # --------------------------------------------------------------------------- # Default True AllowLottery = True # Initial Lottery prize. # Default 50000 AltLotteryPrize = 50000 # Lottery Ticket Price # Default 2000 AltLotteryTicketPrice = 2000 # What part of jackpot amount should receive characters who pick 5 wining numbers # Default 0.6 AltLottery5NumberRate = 0.6 # What part of jackpot amount should receive characters who pick 4 wining numbers # Default 0.2 AltLottery4NumberRate = 0.2 # What part of jackpot amount should receive characters who pick 3 wining numbers # Default 0.2 AltLottery3NumberRate = 0.2 # How much adena receive characters who pick two or less of the winning number # Default 200 AltLottery2and1NumberPrize = 200 # --------------------------------------------------------------------------- # Dimension Rift # --------------------------------------------------------------------------- # Minimal party size to enter rift. Min = 2, Max = 9. # If while inside the rift, the party becomes smaller, all members will be teleported back. # Default 2 RiftMinPartySize = 2 # Number of maximum jumps between rooms allowed, after this time party will be teleported back # Default 4 MaxRiftJumps = 4 # Time in ms the party has to wait until the mobs spawn when entering a room. C4 retail 10s # Default 10000 RiftSpawnDelay = 10000 # Time between automatic jumps in seconds # Default 480 AutoJumpsDelayMin = 480 # Default 600 AutoJumpsDelayMax = 600 # Time Multiplier for stay in the boss room # Default 1.5 BossRoomTimeMultiply = 1.5 # Cost in dimension fragments to enter the rift, each party member must own this amount # Default 18 RecruitCost = 18 # Default 21 SoldierCost = 21 # Default 24 OfficerCost = 24 # Default 27 CaptainCost = 27 # Default 30 CommanderCost = 30 # Default 33 HeroCost = 33 # --------------------------------------------------------------------------- # Four Sepulchers # --------------------------------------------------------------------------- # Default 50 TimeOfAttack = 50 # Default 5 TimeOfCoolDown = 5 # Default 3 TimeOfEntry = 3 # Default 2 TimeOfWarmUp = 2 # Default 4 NumberOfNecessaryPartyMembers = 4 # --------------------------------------------------------------------------- # Punishment # --------------------------------------------------------------------------- # Player punishment for illegal actions # 1 - broadcast warning to gms only # 2 - kick player(default) # 3 - kick ban player # 4 - jail player (define minutes of jail with param 0 = infinite) # Default 2 DefaultPunish = 2 # This setting typically specifies the duration of the above punishment. # Default 0 DefaultPunishParam = 0 # Apply default punish if player buy items for zero adena. # Default True OnlyGMItemsFree = True # Jail is a PvP zone. # Default True JailIsPvp = True # Disable all chat in jail (except normal one) # Default True JailDisableChat = True # --------------------------------------------------------------------------- # Database Custom Tables # --------------------------------------------------------------------------- # Default False CustomSpawnlistTable = False # Option to save GM spawn only in the custom table. # Default False SaveGmSpawnOnCustom = False # Option to delete spawn in alternate table. # Default False DeleteGmSpawnOnCustom = False # Default False CustomNpcTable = False # Default False CustomItemTables = False # Default False CustomArmorSetsTable = False # Default False CustomTeleportTable = False # Default False CustomDroplistTable = False # Default False CustomMerchantTables = False # --------------------------------------------------------------------------- # Developer Settings # --------------------------------------------------------------------------- # Do not touch these if you do not know what you are doing. # These settings are for debugging servers ONLY. They are not meant for LIVE servers. # Default False Debug = False # Packet handler debug output # Default False PacketHandlerDebug = False # Default False Assert = False # Default False Developer = False # Default False AcceptGeoeditorConn = False # If True the server will be a test server (listed by test server clients only). # Default False TestServer = False # If this is True then test servers will be listed like test servers. # Default False ListTestServers = False # Don t load spawntable. # Default False AltDevNoSpawns = False
https://w.atwiki.jp/morrowind/pages/390.html
Propylon Lighting【Propylon Chamberのぐるぐるをなくして軽くする】 最終更新日 2010-09-20 タグ #P *Mod 俺のパソコンが時代遅れ 概要 Charles Cooleyさん(cdcooleyさん)作。 パソコンのスペックによってはPropylon Chamberは重い。このModを使うとPropylon Chamberのぐるぐるうねる光がなくなるから軽くなる。 ReadMeには書いてないけど、「1s5」フォルダは「Meshes」フォルダの中に置くこと。 ダウンロード My Morrowind Mods 作者のサイト。(消滅) このページにアップロードされたファイル -- Propylon Lighting 10.zip コメント欄 サイトが消えているので、代替 まだ使ってないです Propylon Redux http //planetelderscrolls.gamespy.com/View.php?view=Mods.Detail id=2231 -- 名無しさん (2010-09-18 22 05 04) 上の人ありがとう。作者のサイトの消滅を確認。ファイルがうpされているサイトが他にないっぽい。 手元にあったファイルをこのページにうpしておいた。 -- 管理人 (2010-09-20 09 24 19) 名前 コメント
https://w.atwiki.jp/dccinfo/pages/30.html
MOROP 独名:Verband der Modelleisenbahner und Eisenbahnfreunde Europas 英名:European Union of Model Railroad and Railroad Fans ということで、日本語訳は欧州鉄道模型連盟あたりが適当か。 本部はスイスのジュネーブにあり、欧州全土の鉄道模型関連会社、組織およびファンのための団体として活動している。 MOROPの標準規格はNEMであり、DCC関連規格も多い。 MOROP欧州鉄道模型連盟サイト
https://w.atwiki.jp/wurm_online/pages/58.html
ロープ。 動物を引っ張ったり、カタパルトの作製に使う。 作製方法 順番 アクティブ 右クリック 作製物 使用スキル 1 wemp plants wemp fibre rope making 2 rope tool wemp fibre rope rope making